Monarch charming

I say take both trades. No need for war with Napo now. muskets, pikes and knights will help us a lot. And then we can go to chemistry, or look for another trade bait (depending on what others have).

We still want to pull Roosy to war with Napo in the future, when we're ready.
 
Comments all sound good. I will take a look at the save tonight when I get home from work and post a ppp.
 
Ok I had a look at the save. I definitely think we should do the tech trades. We are going to need quite a bit more build up before we can war. Hopefully we can get Washington to declare first - but this still probably better wait until we are a little more prepared. Ideally Napoleon would then move most of his troops that way and we could close in on our side with less resistance.

PPP - make the tech trades noted by cripp7 along with the cow for gpt deal, build up military as far as economy allows, focus tech on either philo or printing press - will need philo for nationalism (drafting) or pp for replaceable parts to get rifles - or do you guys think chemistry would be better? Heading to steel for cannons may make us stronger than rifling. What do you think?

I will try to play Sunday night - I've been having a hard time lately keeping up with my plans due to rl issues, but Sunday should be ok. Please comment on preferred tech path after the trades are made. I am inclined to go with chem -> steel, then perhaps try to trade for philo to get nat for drafting. I think we could do ok with drafted muskets and constructed cannons.
 
Since we still need banking for RP, and until we get the ability to train rifles we need 4 techs (PP, banking, RP, rifling) worth a total of 8970 :science:, I think we should start with chemistry so we can train grenadiers fast (this is Warlords, so we don't need military science for them).

Then steel for cannons sounds good. Although we probably want to rethink it after the trades when we know exactly which techs our rivals have.
 
1470 AD - 1535 AD

IT - make proposed tech trades but after I made the trade with Caesar, Roosevelt would not give Theology, map or gold along with Gunpowder. I was able to take Gunpowder and Compass, so I did. Also made the cow for 8 gpt deal with Roosevelt.

Put our research onto Chemistry.

Saladin asks us to war against Rome - I don't think so.

saladinwarno.jpg


Temple finishes in Ulundi, run a priest.

Roosevelt gets a great merchant.

Caesar asks us to war against Arabia - again I say no.

caesarwarno.jpg


We have 5,000,000 souls.

souls.jpg


Caesar gets a great scientist.
Caesar capitulates to Saladin!

Roosevelt gets Liberalism first.

Napoleon demands Education in tribute. I do not like to comply, but we are not ready to war with him again quite yet, so I do :(

frenchtributedemand.jpg


Saladin gets a great artist.

We will have Chemistry in 3 turns @ 100% research.

Some info screens ~

Techs

techs.jpg


Power graph - somewhat discouraging

power.jpg


Demographics

demographics.jpg


And the save ~
 

Attachments

Looks good, mlinneak.

Yep. Napo has rifles... I count 5 in 2 visible cities.

I'll play either tomorrow or on wednesday.

Plan:

Spam grenadiers as soon as we finish chemistry.

Tech steel after chemistry.

Should we trade chem as well?

Trade gunpowder to ceasar for theology+optics+map (other possibilities are gunpowder+100g for theology+banking, or gunpowder+310g for optics+banking, but we need the gold to finish chem in 3).

Roosevelt has liberalism and has switched to free religion... at least he's still pleased. Jews are alone again. For now we can keep it and OR, but I'm not sure if that helps us enough to count for the 'heathen religion' modifier anymore.

A great person is about to be born in Seoul: If GS - academy in Cowville, if artist - maybe Golden Age?

I'll let copper town grow 1 more in size (to 12) and then switch to production mode to pump out units, once it finishes the forge. The market can wait.

I'll wait with more courthouses and Seowons until we have a larger army.
 
Trade gunpowder to ceasar for theology+optics+map (other possibilities are gunpowder+100g for theology+banking, or gunpowder+310g for optics+banking, but we need the gold to finish chem in 3).

I thought I had calculated that out correctly so we could finish chem in 3 as is :sad: sorry for the mistake.
 
I thought I had calculated that out correctly so we could finish chem in 3 as is :sad: sorry for the mistake.

No! you calculated it fine.

The :gold: in the trades is from our side. We can research chem now in 3, but if we give away gold we won't be able to.

Sorry for not being clearer.
 
Played only 3 turns for now, stopping for opinions and some well needed :sleep:

1535 AD (IHT) -
Workers roading (almost nothing left to do with them).
As cripp7 suggested, I hold the gunpowder trade for now.

IBT - Saladin's golden age has begun!

1540 AD (1) - nada.

1545 AD (2) -

Seoul: musket -> hwacha (due in 1 turn, so we can start building grenadiers next turn)
Spicy Sheep: musket -> harbor (to invest 1 turn for now).

Einstein is born in Seoul! sent to build academy in Cowville.

Muskets are sent to the front (1 to Cowville, 1 to Furry cow).

1550 AD (3) -

chemw.jpg


Chem -> Steel.

Seoul: Hwacha -> Gren
Spicy Cow: gren is pushed before harbor

I let copper town grow to its happy cap (13), due in 3.

Doing some pre-chopping.
Academy is built in Cowville.

Roosy has chem, no one else does.
Doesn't look like anyone has steel.

Research is down to 40% at +17 gpt (our beaker-gold ratio is high enough to not go for binary).

Possible trade 1:
Spoiler :
trade1h.jpg


Possible trade 2:
Spoiler :
trade2n.jpg


I go with 2, since we need banking and we have nothing to do with theology and optics (and everybody has them already, so no trade bait there).

Switching to mercantilism is a no brainer (cost: 1 turn anarchy, +3 upkeep, -4 or -5 commerce for the 1 trade route with rome we lose ).

Question is: do we switch back to paganism from OR? we don't need the missionaries anymore, and we build mostly military, and it costs 6 gpt upkeep.

Another question: do we chop the remaining forests? what do we do with our workers?

I'm also too tired to continue today, and I want to hear your opinions, so I stop here, and will continue tomorrow.

save: View attachment Charming AD-1550.CivWarlordsSave
 
I started having trouble finding things for the workers to do too.

I would go with the banking trade, myself, and am ambivalent towards the religious civics right now.
 
1550 AD (3) - continued:

Revolt to mercantelism and paganism.
Note that fortified musket in Furry Cow should be promoted if we're attacked.

1555 AD (4) -

A forest chopped near Cowville. Should be enough to finish the musket there, so I whip in addition so all extra hammers (60+) will go to the grenadier next turn.

I leave all the free specialists as is for now.

research goes up to 50%. Steel is due in 19.

IBT -

napodemands.jpg


Ummm... No :nope:

1560 AD (5) -

Cowville: musket -> grenadier
Ulundi: NE (20 GPP per turn now!) -> grenadier

Colombus (GM) was born in NY for Roosy.

1565 AD (6) -
Seoul: grenadier -> grenadier. Sent to Cowville.

Napo has a great prophet.

1570 AD (7) -

wargc.jpg


I think we wait a couple of turns until Roosy comes requesting help, and then we help.

And to other news:
Cowville: grenadier -> grenadier
Copper town: forge -> push grenadier before the market. forge added +1:) so I let the city grow some more.

I'm sooooooo tempted to take these workers now...

Spoiler :
temptingv.jpg


Research is down to 40%. I guess the military starts to cost.

I don't advance troops from Cowville to Nobamba yet. It'll only take them 2 turns to get there anyway, and we don't have enough grenadiers yet.

1575 AD (8) - Saladin's golden age has ended.
Furry Cow: musket -> grenadier.

I advance 2 grens, 2 hwachas and a musket 1SW of Cowville, so they can reach Nobamba in 1 turn if needed. Nobamba now has a little culture (20% defense).

1580 AD (9) -
Seoul: grenadier -> grenadier. Sent to Furry cow.

1585 AD (10) -

Stopping here.
Cowville can be :whipped: again (our last forest was just chopped, so a lot of the whipping will go to the next grenadier). there's no :) problem there.

If Roosy won't request our help soon, we'll need to Dow Napo ourselves.

Currently we have 4 muskets, 4 hwachas (need more!) and 3 grenadiers (soon to be many more). All of our cities are training grenadiers.

Steel is due in 15 (40% research, +18 gpt), no one has it yet. Napo has chemistry.

We may want to save some gold for upgrades.

save: View attachment Charming AD-1585.CivWarlordsSave

cripp7 - you're up.
 
Nice set Asaf :goodjob:

I guess we won't have to worry so much right now about how we will bribe Roosevelt into declaring on Napoleon! :lol:
 
What about building :gold: to upgrade our other units to grenadiers? Using outdated units would be a disaster.

I agree on the outdated units, but I don't think actually building wealth is cost effective.

A grenadier is 100 :hammers: while upgrading usually costs a lot more in :gold: (not to mention :hammers: modifiers).
How much is upgrading a musket to grenadier? I think we should upgrade these (should have thought of that earlier).

Maybe drop research to 0% for upgrades will be better then continuing in 40%.
 
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